Mortal Character Generation
Mortal characters can wield any weapon, use armour and shields, and have four global hits.
They may choose two skills. They may chose from the following general list and/or their culture-specific list.
DISARMING STRIKE
Once per five minutes, the character can call DISARM with any melee weapon.
Purchasing this skill also gives the character an extra global hit.
This skill may be purchased twice. This allows the character to call DISARM twice per five minutes, and adds two extra global hits in total.
STAGGERING STRIKE
Once per five minutes, the character can call STAGGER with any one-handed or two-handed melee weapon.
Purchasing this skill also gives the character an extra global hit.
This skill may be purchased twice. This allows the character to call STAGGER twice per five minutes, and adds two extra global hits in total.
GANK!
Once per five minutes, the character can call GANK with any short melee weapon (max 24").
This skill may be purchased twice. This allows the character to call GANK twice per five minutes.
BREAKING STRIKE
Pre-requisite: Disarming Strike, Staggering Strike, or Gank!
Once per five minutes, the character can call BREAK with any melee weapon.
Purchasing this skill also gives the character an extra global hit.
HEALING LORE
The character enters play with ten poultices. They have the ability to apply these according to the rules for healing.
EXTRA HEALING
Pre-requisite: Healing Lore.
The character enters play with twenty poultices instead of ten.
KOTH SKILLS
BERZERKER FURY
Once per twelve hours, when the character is Bleeding, they can roleplay a berzerk scream for five seconds to then recover from that condition and stand up with all global hits restored. Immediately after doing so, they are under the effect of the Berzerk condition for the subsequent five minutes. This ability is restored at midday and midnight each day.
LETTERS OF THE ANCIENTS
The character can participate in Runic Magic, and can contribute one rune to each ritual in which they participate. They also enter play with two pieces of magical resource, determined randomly.
MASTER OF RUNES
Pre-requisite: Letters of the Ancients
The character enters play with four pieces of magical resource, determined randomly. Furthermore, twice per event, they may contribute a rune to Runic Magic without having to pay its cost.
PHALREAN SKILLS
SILENT TRANCE
Once per twelve hours, the character may roleplay a five second period of still and silent meditation to initiate a Silent Trance. This adds eight to their maximum and current number of global hits, and causes them to be under the effects of the Mute condition. The Mute condition naturally ends after five minutes. The additional global hits go away when the character is no longer Muted, or after five minutes, whichever occurs first. This ability is restored at midnight and midday each day.
SYMBOLIC RITES
The character can participate in Cartomancy. They also enter play with two pieces of magical resource, determined randomly.
MIND OVER MAGIC
Pre-requisite: Symbolic Rites
The character enters play with four pieces of magical resource, determined randomly. Additionally, once per event whilst participating in Cartomancy, they may discard one drawn card without it taking effect and draw a replacement card instead.
TANELIM SKILLS
WALK BESIDE ME
Once per twelve hours, the character may roleplay five seconds of quiet prayer to gain five minutes of immunity to MUTE, VENOM, and BERZERK. This does not end any pre-existing versions of these conditions. Note: this ability can not be used whilst Muted or Berzerk. This ability is restored at midnight and midday each day.
RITES OF THE PRIEST
The character can participate in Theurgic rituals, and enters play with two pieces of magical resource, determined randomly. Once per event, they may make a Petitionary Prayer (see Theurgy).
RITES OF THE CARDINAL
Pre-requisite: Rites of the Priest
The character enters play with four pieces of magical resource, determined randomly. Additionally, once per event before performing a Theurgic rite, they may declare to the ref that they are performing it immaculately. This means they do not have to use lines from a Revelation, merely indicating to the ref which Revelation they are invoking. They may use lines from a different Revelation, or otherwise mislead other PCs regarding which Revelation they are invoking.
MARKED ONE SKILLS
EVASIVE NATURE
Once per five minutes, the character may resist any one BREAK, GANK, VENOM, or BERZERK call made against them.
THE BRIGHT DISTRACTIONS
The character can utilise Distraction and Attraction rituals, and enters play with two pieces of magical resource, determined randomly.
THE WILL TO SURVIVE
Pre-requisite: The Bright Distractions
The character enters play with four pieces of magical resource, determined randomly. Additionally, once per event, when performing a Distraction or Attraction ritual, they may perform it as though they had used twice as many resources.
They may choose two skills. They may chose from the following general list and/or their culture-specific list.
DISARMING STRIKE
Once per five minutes, the character can call DISARM with any melee weapon.
Purchasing this skill also gives the character an extra global hit.
This skill may be purchased twice. This allows the character to call DISARM twice per five minutes, and adds two extra global hits in total.
STAGGERING STRIKE
Once per five minutes, the character can call STAGGER with any one-handed or two-handed melee weapon.
Purchasing this skill also gives the character an extra global hit.
This skill may be purchased twice. This allows the character to call STAGGER twice per five minutes, and adds two extra global hits in total.
GANK!
Once per five minutes, the character can call GANK with any short melee weapon (max 24").
This skill may be purchased twice. This allows the character to call GANK twice per five minutes.
BREAKING STRIKE
Pre-requisite: Disarming Strike, Staggering Strike, or Gank!
Once per five minutes, the character can call BREAK with any melee weapon.
Purchasing this skill also gives the character an extra global hit.
HEALING LORE
The character enters play with ten poultices. They have the ability to apply these according to the rules for healing.
EXTRA HEALING
Pre-requisite: Healing Lore.
The character enters play with twenty poultices instead of ten.
KOTH SKILLS
BERZERKER FURY
Once per twelve hours, when the character is Bleeding, they can roleplay a berzerk scream for five seconds to then recover from that condition and stand up with all global hits restored. Immediately after doing so, they are under the effect of the Berzerk condition for the subsequent five minutes. This ability is restored at midday and midnight each day.
LETTERS OF THE ANCIENTS
The character can participate in Runic Magic, and can contribute one rune to each ritual in which they participate. They also enter play with two pieces of magical resource, determined randomly.
MASTER OF RUNES
Pre-requisite: Letters of the Ancients
The character enters play with four pieces of magical resource, determined randomly. Furthermore, twice per event, they may contribute a rune to Runic Magic without having to pay its cost.
PHALREAN SKILLS
SILENT TRANCE
Once per twelve hours, the character may roleplay a five second period of still and silent meditation to initiate a Silent Trance. This adds eight to their maximum and current number of global hits, and causes them to be under the effects of the Mute condition. The Mute condition naturally ends after five minutes. The additional global hits go away when the character is no longer Muted, or after five minutes, whichever occurs first. This ability is restored at midnight and midday each day.
SYMBOLIC RITES
The character can participate in Cartomancy. They also enter play with two pieces of magical resource, determined randomly.
MIND OVER MAGIC
Pre-requisite: Symbolic Rites
The character enters play with four pieces of magical resource, determined randomly. Additionally, once per event whilst participating in Cartomancy, they may discard one drawn card without it taking effect and draw a replacement card instead.
TANELIM SKILLS
WALK BESIDE ME
Once per twelve hours, the character may roleplay five seconds of quiet prayer to gain five minutes of immunity to MUTE, VENOM, and BERZERK. This does not end any pre-existing versions of these conditions. Note: this ability can not be used whilst Muted or Berzerk. This ability is restored at midnight and midday each day.
RITES OF THE PRIEST
The character can participate in Theurgic rituals, and enters play with two pieces of magical resource, determined randomly. Once per event, they may make a Petitionary Prayer (see Theurgy).
RITES OF THE CARDINAL
Pre-requisite: Rites of the Priest
The character enters play with four pieces of magical resource, determined randomly. Additionally, once per event before performing a Theurgic rite, they may declare to the ref that they are performing it immaculately. This means they do not have to use lines from a Revelation, merely indicating to the ref which Revelation they are invoking. They may use lines from a different Revelation, or otherwise mislead other PCs regarding which Revelation they are invoking.
MARKED ONE SKILLS
EVASIVE NATURE
Once per five minutes, the character may resist any one BREAK, GANK, VENOM, or BERZERK call made against them.
THE BRIGHT DISTRACTIONS
The character can utilise Distraction and Attraction rituals, and enters play with two pieces of magical resource, determined randomly.
THE WILL TO SURVIVE
Pre-requisite: The Bright Distractions
The character enters play with four pieces of magical resource, determined randomly. Additionally, once per event, when performing a Distraction or Attraction ritual, they may perform it as though they had used twice as many resources.